|The {{s|BURNDAYRAZ}} glyph is immediately teleported into your inventory when you enter the dungeon.

|The {{s|BURNDAYRAZ}} glyph is immediately teleported into your inventory when you enter the dungeon.

|-

|-

|More Glyphs

|More Glyphs

−

|

+

|20

|Adds one extra glyph somewhere in the dungeon, but all glyphs have their conversion points reduced to 80

|Adds one extra glyph somewhere in the dungeon, but all glyphs have their conversion points reduced to 80

|-

|-

|Less Glyphs

|Less Glyphs

−

|

+

|20

|One fewer glyph appears in the dungeon, but all glyphs have their conversion points increased to 150

|One fewer glyph appears in the dungeon, but all glyphs have their conversion points increased to 150

|-

|-

|Attack Boost

|Attack Boost

−

|

+

|10

|You gain a bonus to your next attack every time you pick up an attack booster

|You gain a bonus to your next attack every time you pick up an attack booster

|-

|-

|Health Boost

|Health Boost

−

|

+

|10

|You are healed slightly when you pick up a health booster

|You are healed slightly when you pick up a health booster

|-

|-

|Mana Boost

|Mana Boost

−

|

+

|10

|You regain a small amount of mana when you pick up a mana booster

|You regain a small amount of mana when you pick up a mana booster

|-

|-

|}

|}

−

=== Blacksmith ===

=== Blacksmith ===

Revision as of 20:49, 1 October 2012

Preparations are items, glyphs, gods, or other trinkets that you take with you into dungeons. Preparations typically come at a cost or drawback in some form. Each class building offers their own type of preparation and more options are unlocked upon upgrading their respective building.

Contents

Preparation Types

Locker Item

The Guild offers lockers that allow you to store items taken out of dungeons. These items can then be taken back into future dungeons at a cost. Once fully upgraded to Level 3 the Guild provides 6 possible locker slots. Further locker slots are available from the Bank at a very high cost.

If you die in the dungeon or the item is otherwise destroyed (for instance, from desecrating the altar of the Glowing Guardian) then there is a 100 gold reclamation fee before that item can be used again.

Thief Den

The Thief Den contains slightly different preparations from the other class buildings. Upon upgrading the Thief Den to Level 2 the Bet on Boss and Black Market preparations are available, 1 can be selected immediately. Level 3 offers the Smuggler Den and Patches the Teddy preparations. Another slot may be filled at the cost of 100g. Two of these benefits are gold-related, while the other two are double-edged in nature.

Places some low level monsters and powerups in a special subdungeon near the starting point.

Patches the Teddy

15

Provides a random positive and negative effect when the adventurer levels.

Church

Gods can be selected from the Church to have a temple spawn in the next dungeon. There are always caveats to forcing a god to spawn and it will still come at a cost to the adventurer. The The Pactmaker can never be prepared in this fashion. Once you've unlocked every deity, you may instead prepare a fourth altar.

Mage Tower

The Mage Tower offers preparations that let you modify glyph and powerups in the dungeon, changing how you use these critical resources.

Preparation

Cost

Effect

Fireball Magnet

25

The BURNDAYRAZ glyph is immediately teleported into your inventory when you enter the dungeon.

More Glyphs

20

Adds one extra glyph somewhere in the dungeon, but all glyphs have their conversion points reduced to 80

Less Glyphs

20

One fewer glyph appears in the dungeon, but all glyphs have their conversion points increased to 150

Attack Boost

10

You gain a bonus to your next attack every time you pick up an attack booster

Health Boost

10

You are healed slightly when you pick up a health booster

Mana Boost

10

You regain a small amount of mana when you pick up a mana booster

Blacksmith

The blacksmith offers a variety of low-end items that you can bring into the dungeon with you. You can choose from the following:

Preparation

Cost

Effect

Sword

Large item that grants +2 base attack

SHield

Large item that grants -2 damage reduction

Perseverance Badge

Small item that grants 10% attack bonus

Slayer Wand

Large item that can be used to instantly slay a non-boss monster (XP granted capped at your current level)

Really Big Sword

Grants the ability to ignore the first 25% of physical resistance, but slows your attack (you always hit second)

Bezar

You can select a variety of preparations from the merchant Bezar that will change his shop loadout

Preparation

Cost

Effect

Quest Items

Greatly increases the chance of shops selling quest items

Elite Items

Greatly increases the chance of shops selling elite items

Apothecary

Four potion-selling shops appear in the dungeon instead of one; you cannot buy the same potion from more than one shop.

Shop Scroll

Grants you a scroll that can be used to create an extra shop in the dungeon

Witch

The witch can be used to brew custom potions for you. As you progress through the game, the maximum number of potions you can bring into the dungeon increases. You can never take more than one potion of a kind. There are nine potions offered by the witch: